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#226 |
Stowaway
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I am in the final stages of playtesting a new version of LRT. Some changes will be:
1) Make the repair times longer for most equipment. (I did this because the equipment on a U-boat is quite compex and should take longer to repair) 2) Make most equipment more susceptible to damage. (I did this because the shock from depth charges can really shake a U-boat badly. Think of it as shock damage.) 3) Completely removing crew deaths, except for the top deck. (I did this because from all of the U-boat books I have read, there were few deaths inside the U-boat from actual depth charge explosions. Usually the crew died from drowning inside the boat due to flooding, U-boat imploding due to crush depth, on the top deck due to gun fire or bomb explosions, or from freezing\ drowning in the sea. Not from depth charge explosions. Unfortunately, crew injuries are rare in SH3. So I felt it was best just to remove crew deaths inside the boat altogether. If some players really want crew deaths inside the boat, it can be hand edited back into the basic.cfg) Playtesting with this new version seems to be working very well. It feels more realistic than LRT v1.1. And it is more challenging. ![]() Last edited by nvdrifter; 07-25-06 at 11:27 PM. |
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#227 |
Admiral
![]() Join Date: Feb 2006
Location: PQ AN 25
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I don't think the Boot should be more sensible than in 1.1 but i'm willing to give it a try!
As for the crew death, well, i had very little of those ever since i installed LRT. Removing those entirely is a bit much! I only got death crwe-member if I got a halluva beating! :hmm: |
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#228 | |
Stowaway
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Also, I made U-boat equipment more susceptible to damage. But at the same time, I doubled most equipment hitpoints, too. This way, repair times are longer, but equipment won't usually be instantly destroyed from one depth charge attack (unless the depth charge lands directly on the boat). I am basing this mod on everything I have read about U-boats and such. I have read so many times how U-boat captains reported that after a heavy depth charge atttack, their equipment was totally wrecked inside their U-boat. Sometimes their U-boat was dead in the water, too. I am trying to recreate the difficulties and realism of what is was like to suffer heavy depth charge attacks. I know that some players may feel that LRT v1.2 is too difficult to play with. But players need to remember that the German U-boat force lost 32,000 out of 36,000 crewman during WW2. I am trying to make this game realistically close to impossible to survive the entire war- like it really was during WW2. I always felt that the instant repairs in SH3 was a total relaism killer. Hopefully, those days are gone. When a U-boat gets struck by a close depth charge, it should take heavy damage. And it should take many hours to repair. I did make longer flood times. I know this isn't totally realstic, but it was for game playability reasons. And the longer repair times more than balances this out. Last edited by nvdrifter; 07-26-06 at 10:57 PM. |
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#229 |
The Old Man
![]() Join Date: Mar 2005
Location: Poland
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Sounds interesting.
I'm agree with you that death inside uboot caused by depth charges was rather rare. When will you release 1.2 version? This week or next? |
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#230 | |
Stowaway
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I still can't stop deaths occuring when the U-boat rests on the bottom of the seabed. Sometimes when doing this (when making long repairs using time compression), I get the message that 'Were taking damage!'. Then I get crew deaths or injuries. This happens even if the U-boat is at 0 knots resting on the bottom. Maybe water currents are moving the boat. Not sure. Anyways, what I am doing is changing the damage section in the basic.cfg, so there is a lower chance of them dying due to depth charge damage. Also, there will be an increased risk of death for crew on topside. Last edited by nvdrifter; 07-26-06 at 10:58 PM. |
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#231 |
Admiral
![]() Join Date: Feb 2006
Location: PQ AN 25
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Drifter i have a very noob-ish question!
How are the flooding times connected with the compartment hit-points. |
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#232 | |
Stowaway
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Last edited by nvdrifter; 07-26-06 at 11:41 AM. |
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#233 |
Stowaway
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I have released Longer Repair Times v1.2
Changes in v1.2- -increased the vulnerability of most u-boat equipment -increased the repair times of most u-boat equipment -greatly reduced chance of crew deaths inside u-boat (crew deaths inside the boat were not completely removed) -increased the chance of crew deaths on topside of u-boat It is available for download here: http://rapidshare.de/files/27231209/..._v1.2.zip.html v1.1 is still available here: http://rapidshare.de/files/23378505/..._v1.1.zip.html Last edited by nvdrifter; 07-27-06 at 12:08 PM. |
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#234 |
Stowaway
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I have only this to say about Longer Repair Times v1.2... Don't get hit with depth charges!
Seriously, you will really learn to fear depth charge attacks now when playing SH3 with v1.2, just like the real U-boat crews did. ![]() Last edited by nvdrifter; 07-26-06 at 11:58 AM. |
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#235 |
The Old Man
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Location: Poland
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OK, I'll try new version in my next career.
I've just sunk by depth charges ( LRT v1.1) ![]() |
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#236 | |
Admiral
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Location: PQ AN 25
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Oh, an by the way, kudos to yer new baby! Will try this one ASP! |
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#237 |
Ensign
![]() Join Date: Mar 2002
Location: England, Manchester.
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Anychance of a mirror as I cannot get anything from Rapids**t!!!!
LRT v1.2 sounds like its gonna rock my boat even further Deep Six
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#238 |
Ace of the Deep
![]() Join Date: Feb 2003
Location: Northern Illinois
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Just DL'd 1.2 thanks for the update-will install later tonight.
Question with the NYGM TW version 1.1.(probably relates to 1.2 also) using the outside view I noticed that DC's going off quite a distance away are still causing incredible damage. I understand a DC hitting close by but I've run the Evasion mission a number of times and watching these explosions maybe 30m to 50m+ distance is constantly crippling the boat with LRT. The depth is only 80m so that's not a factor. Anyone have any thoughts on this or am I the only one. Comparing Depthcharges_sim between vanilla SH3 and NYGM the explosion_range is increased by 20 and the explosion_impulse is reduced from 1000 down to 200.
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#239 | |
Stowaway
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http://rapidshare.de/files/27231209/..._v1.2.zip.html Last edited by nvdrifter; 07-28-06 at 01:28 AM. |
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#240 |
The Old Man
![]() Join Date: Apr 2005
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Is this one of those mods that you should really wait until you get back to port to install, or do you think it should work if you install it mid-patrol?
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